My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Good
F2P score
RIP

1 problems Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Goblin Gang Zappies Electro Dragon Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Zappies Giant Electro Dragon Bandit Electro Wizard

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Lightning The Log

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Goblin Gang Giant Bandit

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Lightning

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblin Gang Giant Bandit

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Electro Dragon Bandit Electro Wizard

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Goblin Gang Giant Bandit
Giant Snowball
Goblin Gang Zappies Electro Dragon
Zap
Goblin Gang Zappies Bandit
Barbarian Barrel
Goblin Gang Zappies Bandit Electro Wizard
The Log
Goblin Gang Zappies Bandit
Earthquake
Goblin Gang Zappies
Arrows
Goblin Gang Zappies
Royal Delivery
Goblin Gang Zappies Electro Dragon Bandit Electro Wizard
Fireball
Goblin Gang Zappies Electro Dragon Bandit Electro Wizard
Poison
Goblin Gang Zappies Electro Dragon Electro Wizard
Lightning
Electro Dragon Bandit Electro Wizard
Rocket
Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Electro Dragon The Log

Ladder info

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Goblin Gang Electro Wizard

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

The Log Goblin Gang Bandit Zappies Electro Wizard Giant Electro Dragon Lightning

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

12 The Log Goblin Gang Bandit Zappies

Attack Synergies 2 10

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Goblin Gang
Giant Bandit
Zappies
Giant Electro Dragon Bandit
Giant
Electro Dragon Lightning Goblin Gang Zappies The Log Bandit Electro Wizard
Electro Dragon
Giant Zappies
Lightning
Giant
The Log
Giant Bandit
Bandit
Goblin Gang Zappies Giant The Log Electro Wizard
Electro Wizard
Giant Bandit

Defense Synergies 0 13

Goblin Gang
Zappies The Log Bandit Electro Wizard
Zappies
Goblin Gang The Log Bandit Electro Wizard
Giant
Electro Dragon
The Log Electro Wizard
Lightning
The Log
The Log
Goblin Gang Zappies Electro Dragon Lightning Bandit Electro Wizard
Bandit
Goblin Gang Zappies The Log Electro Wizard
Electro Wizard
Goblin Gang Zappies Electro Dragon The Log Bandit

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Lightning Zappies Electro Dragon The Log Electro Wizard
Goblin Gang Zappies Electro Dragon The Log Bandit Electro Wizard
Goblin Gang Zappies Electro Dragon Lightning Bandit Electro Wizard
Goblin Gang Zappies Electro Dragon Bandit Electro Wizard
Lightning The Log
Goblin Gang The Log Zappies Electro Dragon Bandit Electro Wizard
Lightning Electro Wizard Goblin Gang Zappies Electro Dragon
Lightning Electro Dragon The Log Bandit Electro Wizard
Zappies Goblin Gang
Goblin Gang Zappies Bandit Electro Wizard
Goblin Gang Electro Wizard Zappies Electro Dragon The Log Bandit
Goblin Gang Zappies Electro Dragon Electro Wizard
Goblin Gang Zappies Electro Dragon Lightning The Log Bandit Electro Wizard
Goblin Gang Zappies Electro Dragon The Log Electro Wizard
Goblin Gang Zappies Bandit Electro Wizard
Goblin Gang Zappies Lightning The Log Bandit Electro Wizard
Goblin Gang Zappies Electro Dragon Electro Wizard
Goblin Gang Zappies Electro Dragon The Log Bandit Electro Wizard
The Log Zappies Electro Dragon Bandit Electro Wizard
Zappies Electro Wizard
Goblin Gang Zappies Electro Dragon The Log Bandit Electro Wizard

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Goblin Gang Zappies Bandit Electro Wizard
Bandit Electro Wizard Goblin Gang Electro Dragon Lightning The Log
Goblin Gang Zappies Bandit Electro Dragon Lightning The Log Electro Wizard
Goblin Gang Lightning Zappies The Log Bandit Electro Wizard
Goblin Gang Zappies Bandit
Goblin Gang Zappies Electro Dragon Electro Wizard
Goblin Gang Zappies Lightning Bandit Electro Wizard
Zappies
Electro Dragon Lightning Electro Wizard Zappies The Log Bandit
Goblin Gang Zappies
Zappies Electro Dragon
Lightning The Log Electro Wizard
Lightning Goblin Gang Zappies Bandit
Zappies Electro Dragon
Goblin Gang Zappies Electro Dragon Electro Wizard Lightning The Log
Zappies Electro Dragon The Log Electro Wizard

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Lightning Electro Dragon The Log Bandit
Electro Dragon The Log Bandit Electro Wizard
Lightning Electro Dragon The Log Bandit
Lightning The Log
The Log
Electro Dragon
The Log
The Log Electro Dragon Lightning
The Log Electro Dragon Lightning Bandit
Lightning Goblin Gang Electro Dragon Electro Wizard
Lightning Electro Dragon The Log Bandit Electro Wizard
Lightning Electro Dragon
Lightning The Log Bandit
Lightning Electro Dragon Bandit
Lightning The Log
Lightning Electro Dragon The Log Bandit
Lightning Electro Dragon The Log Bandit
Lightning
Lightning
Lightning Electro Dragon The Log Bandit Electro Wizard
Lightning Electro Dragon The Log
Lightning The Log
Lightning
Lightning The Log
Lightning Electro Dragon The Log
The Log Electro Dragon
The Log Electro Dragon Lightning Bandit Electro Wizard
Lightning Electro Dragon The Log Bandit
Lightning The Log Bandit
Lightning Electro Dragon Electro Wizard
Electro Dragon Lightning Electro Wizard Zappies
Lightning
Lightning Electro Dragon The Log Bandit
Lightning Zappies Electro Dragon Electro Wizard
Lightning The Log
Lightning Electro Wizard Goblin Gang Zappies Electro Dragon Bandit
Lightning Zappies Electro Dragon Electro Wizard
The Log
Lightning Goblin Gang Electro Dragon Electro Wizard
The Log Electro Dragon Lightning
Lightning
Electro Dragon
Electro Dragon Goblin Gang Zappies Lightning The Log Electro Wizard
Zappies Electro Dragon Lightning Electro Wizard
Electro Dragon Lightning The Log Bandit Electro Wizard

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